Originally posted by Ushgarak
And Thraxis- I removed your armour; you should be aware that it would sink your Combat total and make you effectively useless as a character.
For the 2 extra skill points, could I take medicine? I'd imagine that 'Frank' knows the scarification rituals, tattooing, and other such cultural things. After all, they're more or less neccesities for any and all members of the Warrior caste, since your position in the caste is determined by your honor, and your honor is determined by your tattoos and scars, so a Warrior caste would likely know how to do such things. He'd also know a bit about, say, patching up his wounds- a bit of battlefield medicine he'd've picked up.
As for the ally... I have absolutely no idea. I'll think of something soon.
Originally posted by Ushgarak
It doesn't matter which one you switch; your basic Combat skill is 13 and it would then be reduced when you put the armour on.But yup, as you took the Widely Experienced power the two points can be in any non-combat skill you like.
Alien Schticks:
Superior Physiology
Natural Weaponry (+2 Hand Damage)
Natural Weaponry (+2 Natural Armor)
Warrior Society (5 Combat Tricks)
and, as this would change my skills...
Combat= 14
Guns +5 =12
Intimidation +4 =12
Languages +4 =12
Just as a note, the armor that I'm going to be describing in my posts... well, its there for stylistic reasons and has no actual effects.
Okay, Ush, here's the revised skills and merits.
SKILLS
Guns = 14
Combat +5 =12
Pilot = 14
Languages +1 =8
Savoir-Faire +2 =9
Gambling +1 =7
Fix-it +4 =10
Lying +4 =12
Observation +3 =9
Persuasion +4 =12
Merits:
Starship: The Black Dawn (Free)
Ally: XD-99 (droid)
Contact: Pirate clans
Haven: Hidden base in an Outer Rim asteroid field
That should do it, I think, unless I missed something else.